Whooo! Zombie time!
Haven: Paradise Lost
SCENARIO
Haven is a parallel zombie post-apocalyptic roleplaying concept where you take the role of a individual who survives in the midst of a zombie outbreak despite the odds. Haven borrows concepts from zombie apocalypse scenarios with a focus on everyday men and women coming together (or not) to survive despite very bad psychological hangups and attitude problems. I try to make this in essence similar to Telltale's The Walking Dead and the comics the game is based upon.
We are doctors, teachers, laborers, veterans; but most of all greedy, perverted, naive, or paranoid. This is tension.
SETTING
A month or two ago a massive outbreak of "undead" infected the Unified Republic States of Acremia. This is that story.
The world is the planet Terra, a fractured world that is the midst in a worldwide epidemic; specifically in the Unified Republic States of Acremia. What happened as per the general public is concerned is mixed and overall the consensus is chanting of apocalyptic end times and that the spirits above had truly forsaken them in this time of need. Undead horrors wander the lands as neighboring nations and kingdoms spread worry and block off the borders themselves as to not have their places of home infected by this horrid disease. Terra is identical to 21st century earth in technology, ideology, and socio-political problems. I decided to shift Haven from Resident Evil-located Earth to Terra is simply for one reason. I can make up towns, cities, locations, and culture on a whim and I can help lead us through a roleplay where you the player knows almost as little as me the GM does. It's a hell of a ride, but it works well enough. Any notes of world changes or amendments will be done below in the notes section.
NOTES
* The world species is human.
* This roleplay will be taking place in The Unified Republic States of Acremia!
The Unified Republic States of Acremia is the nation that this story takes place in. Conservative, with liberal aspects. Shares culture with Erandia and Indostova as well as it's own. Moderately religious. Aspects of both religions of it's neighbors.
* Acremian people are generally based on their neighbors; indostava and erandia with some blending of the acremian native tribes as they were "converted" by both of their neighbors before they found independence. Their language may be more american english sounding with some russian idioms, but are generally separate from major accents by this timeline.
Mermaid Health Solutions (MHS) is a company that specializes in highly-funded disease research and are centrally located in the URS of Acremia. To the public they are the only ones trying to cure the plague in a time of chaos.
* Mermaid has a covert-ops team meant for cleaning operations to wipe any negative suggestion that their projects or rogue scientists were responsible for something with high liability. Some are former DDCI, others former special operations military, others mercenaries.
The Democratic-Republic of Erandia is the nation bordering Acremia to the north. Liberal. The largest ally of Acremia in the past. Moderately religious but it is waning in form of other ideas of spirituality or ideology. Polytheism.
* Erandian people are generally based on anglo-saxon people in appearance and ancient greek (hellenistic) as a religion; with their culture itself blending several aspects of british/celtic civilization. Their naming conventions shift from general british, scottish, and welsh.
The Kingdom of Indostova is the nation bordering Acremia to the south. Monarchy. Conservative. Recently survived a giant civil war. Extremely religious. Monotheism.
* Indostovi people are generally based on slavic people in appearance and russian orthodox as a religion; with their culture itself blending several aspects of germanic/slavic civilization. Their naming conventions shift from polish, russian, bulgarian, yugoslav, and hungarian.
* наширелигия is the religious branch of the Indostovi people and has a few branches, much like christianity on earth. The religion (called "indofaith" by foreigners) believes in their god, the only god named толькоего (roughly translated: only he/him).
* The Indostovi Civil War was a conflict that ended only four years before the current date of [insert date GM!] which was initiated by a combination of foreign religious oppression, mandates made on the working peasant class, and oppressive tyrannical decisions in general by the Ecumenical Patriarch Waclaw Yukhantsev IX. It spanned several decades and ended in the favor of the Yukhantsev dynasty. The cardinals under Yukhantsev supported his actions and did not support the peasant castes demand for a more benevolent leader even with the civil war for a time going back and forth. The papal ordinance called the крестьянин щит (roughly translated: peasant shield) was passed during the end of the war that said any of those who supported the rebellion if found in-country would be prosecuted for high treason against god and man.
Disease Defense and Control Infantry (DDCI) is a government mandated paramilitary group designed to defend against eco-terrorists and commit riot control in time of crisis.
The Imperial War was a war started by the overseas Vendu people and their allies in 1937 and ended in 1945 when the nations of Acremia, Indostava, and Erandia joined into a union to stop their invasion.
The Kratocracy of Vendu is a nation of militaristic people across the ocean who are still licking their wounds after their failed Imperial conquest of the continent that Acremia, Erandia, & Indostava call home.
* Vendu people are generally based on eastern african & arabic people in appearance; with their culture itself blending several aspects of arabic/african civilization. Their naming conventions shift from egyptian, east african, and arabic.
CHARACTER ROLES | PROFILES
RULES | CHARACTERSNAME - name:
IDENTITY - gender, age, and appearance:
PERSONALITY - personality detailing general quirks, minor psychological fears, etc:
SKILLSET - pre-outbreak skills pertaining to your former job or family history:
SURVIVABILITY - how did your character survive the sudden zombie outbreak? this is very important. There is no such thing as "green beret" or "navy SEAL" characters in a high-tension survival scenario. Real people, luck, and tension. Remember this:
PSYCHOLOGY - your central psychological problems, regrets, how you cope with what you did to survive or what you lost trying to survive:
CHAR. NOTE - any additional notes you wish to add:
RULES
I. All normal guild rules apply as expected.
II. I'd like all player characters to be generally civilians, if you have a counterpoint PM me.
III. This is a story about characters, their fears, and their morality. So we need flawed characters who aren't "last action hero" trope personalities. If you try to beat the odds in a straight up fight, you will get eaten or shot; this is survival.
IV. Activity is important and I will prefer players to post bi-weekly; players will be kicked after a month of unannounced inactivity. If you announce your absence we can attempt to work with your schedule and ideas.
V. I am the law, if you don't like something then please don't join or scheme. If you present a logical counterpoint I will consider it, but it likely won't change my mind.
VI. If you drop the roleplay and don't work with me or my co-GM, I will drop you and your character will become an NPC for story reasons. Same applies to those who break the rules.
CHARACTERS
Edgar Gainhart - Gowi
William Harris - DruSM157
Garret Greene - Dubwarlock
Abel Cross - Pronto
Katrina Dragomirov - Catcher
Epislav Gorodkovich - Count Epsilon
Nathaniel Branting - Mr. WIKI
Does this answer all of your questions? Do I need to elaborate on anything? What do you need to know that I have not answered? What can I do to make you more interested?
Last edited by Gowi; 04-12-2013 at 07:03 PM.
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What religion(s) does the Kingdom follow?
"You should never underestimate the predictability of stupidity." - Bullet Tooth Tony
Well, what would you prefer out of Polytheism or Monotheism? I don't mind worldbuilding with players to make it a cohesive and cooperative world. I could go either way myself; but the latter would make it a parallel to christianity in general.
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Maybe both if you haven't decided what that civil war was over? Could have been for that, haha. If not I'd probably have to say Monotheism. Reminds me more of England.![]()
"You should never underestimate the predictability of stupidity." - Bullet Tooth Tony
Monotheism: Indostova
Polytheism: Erandia
Both religions: Acremia
Sound solid? I'll come up with names for them and expanded them in time (or maybe the player suggestions will?).
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Yup, sounds great to me.![]()
"You should never underestimate the predictability of stupidity." - Bullet Tooth Tony
Added "CHAR. NOTE" to profile skeleton.
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Character sheet time!
Name: William Harris
Gender: Male
Age: 32
Appearance: Standing at 6'2 with broad shoulders and a wide chest, William is a large man. While his career as a writer is a sedentary one, he has kept his physical abilities up. Even after the fall of society, he still attempts to keep a clean appearance. His facial hair is kept trimmed, his light brown hair at a medium shaggy length. His green eyes are still sharp, even though he could probably use some reading glasses.
Personality: Quiet and unassuming, William isn't the kind of guy you'd expect to appear on Good Morning Erandia shilling for his new book, Ghosts of Pax Pavol. When the cameras are rolling, or when people recognize him on the streets, he puts on a public face, faking charmisa and charm. Behind closed doors, he's exhausted, tired of writing all day long and having his private life suffer for it.
It's a good thing the dead is rising now, right? All those bastard reporters are dead and gone. Now it's just him, and all the time in the world. Just him. ...Alone.
Skillset:
-Athlethic: William has kept an active lifestyle while on the road. His stamina and strength are both high, and he tires out slowly.
-Creative: You can't write if you're dull. William is a creative individual, and thinks outside the box when he can. Whether this is helpful in a survival situation is unproven, however.
-Field Research: You can't write a good story without some research, and William has researched a lot. Being a horror and mystery writer, William has had to research occult legends, religion and the justice system. He's dealt with firearms in the sense that he's fired a pistol once to get a feel for the recoil. This doesn't mean he can shoot for shit, however.
Survivability: Outpacing the dead helped so much. When the Acremian airport he was arriving at broke out in sudden chaos, being able to push past screaming people and honestly run out the doors before the horde fell upon him was the first testament to his survival.
Watching the hundreds of men, women and children consumed shortly after making his way out didn't help. After spending a few moments vomiting from the sheer...brutality of what he was seeing, he was off again.
The rental car waiting for him got him 30 miles. That's all, before traffic became congested and he realized that trying to take the main roads would be foolish. Whatever these things were. Cannibals? Insane psychopaths? He didn't spend too much time trying to research what he was seeing: his goal was to get somewhere safe.
As a native of Erandia, he found himself out of place and lost in Acremia. Was his home just like this? After all, if he could make it to the border, he'd be back in his country, right? Unless these ghouls were also there; in which case, he had nowhere safe to go.
For now, he needed to stay off the main roads, away from large swaths of population, and keep moving north.
Psychology:
William is extremely confused at this moment, as he was not prepared to see such violence and cruelty in Acremia. He had traveled to the country as part of a book tour, and to do some research on the folklore of the country.
William also feels distanced from other people, as his career has made him othered from most people. Either seen as a star writer or a creepy occult obsessed creeper, his relationships have never been healthy. This makes it hard to communicate with others, or even trust them.
William is also a foreigner, and his cultural differences with Acremians can put a strain on his relationships with other survivors.
Char Note:
Fame: Characters who are fans of horror and mystery stories will probably recognize William, as he is one of the most profilic horror writers in the world at this time, despite his relatively young age.
Last edited by DruSM157; 04-08-2013 at 01:09 PM.
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